- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4) - GPU lighting: vertex-shader computed, light source list buffer (max 64) instead of O(N×R²) grid scan, O(N×S) per cell - Viewport-aware CA: iterate only active chunks, not all 250×250 - Flat array entity/item/shadow maps instead of HashMaps - Flat 128-entry ASCII atlas array instead of HashMap lookup - Partial grid upload: viewport + 30-cell margin only - Pre-allocated viewport arrays in renderer structs (zero alloc/frame) - Skip CPU lighting for GPU modes (pass None) - Benchmark mode: --mode benchmark with per-subsystem timing - GpuLightSource struct, light_count in push constants - gather_sources_in_range() for viewport-scoped source gathering Benchmark (600 ticks, release): Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%) ASCII: 402 FPS (was 313, +28%), render 1502us (was 2346us, -36%) All 171 tests + 14 scenarios pass.
228 lines
5.2 KiB
Rust
228 lines
5.2 KiB
Rust
use verbatim::ai::AiAction;
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use verbatim::ai::GameSession;
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fn setup() -> GameSession {
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let mut s = GameSession::new_seeded(42);
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s.init_empty();
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s.clear_area(90, 90, 50, 50);
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s.perform_action(&AiAction::FillRect {
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x: 80,
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y: 130,
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w: 80,
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h: 15,
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material: "stone".into(),
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});
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s
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}
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#[test]
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fn move_left_changes_x_position() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveLeft);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(
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p1.pos[0] < x0,
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"player should move left: {} -> {}",
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x0,
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p1.pos[0]
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);
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}
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#[test]
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fn move_right_changes_x_position() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveRight);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(
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p1.pos[0] > x0,
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"player should move right: {} -> {}",
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x0,
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p1.pos[0]
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);
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}
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#[test]
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fn move_left_then_right_cancels() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveLeft);
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s.step(5);
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s.perform_action(&AiAction::MoveRight);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(
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(p1.pos[0] - x0).abs() < 3.0,
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"left+right should roughly cancel: {} -> {}",
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x0,
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p1.pos[0]
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);
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}
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#[test]
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fn jump_goes_up_then_falls_back() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let y0 = p0.pos[1];
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s.perform_action(&AiAction::Jump);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(
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p1.pos[1] < y0,
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"player should go up after jump: {} -> {}",
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y0,
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p1.pos[1]
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);
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s.step(60);
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let p2 = s.get_player().unwrap();
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assert!(
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(p2.pos[1] - y0).abs() < 5.0,
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"player should fall back after jump: {} -> {}",
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y0,
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p2.pos[1]
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);
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}
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#[test]
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fn jump_while_airborne_does_nothing() {
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let mut s1 = setup();
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s1.step(30);
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s1.perform_action(&AiAction::Jump);
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s1.step(3);
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let mut s2 = setup();
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s2.step(30);
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s2.perform_action(&AiAction::Jump);
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s2.step(3);
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s2.perform_action(&AiAction::Jump);
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s1.step(3);
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s2.step(3);
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let p1 = s1.get_player().unwrap();
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let p2 = s2.get_player().unwrap();
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assert!(
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(p1.pos[1] - p2.pos[1]).abs() < 2.0,
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"double jump should not add height: single={} double={}",
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p1.pos[1],
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p2.pos[1]
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);
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}
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#[test]
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fn rapid_move_right_accumulates_velocity() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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for _ in 0..5 {
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s.perform_action(&AiAction::MoveRight);
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s.step(1);
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}
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let p1 = s.get_player().unwrap();
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let single = {
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let mut s2 = setup();
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s2.step(30);
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s2.perform_action(&AiAction::MoveRight);
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s2.step(1);
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s2.get_player().unwrap().pos[0]
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};
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let single_dx = single - x0;
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let multi_dx = p1.pos[0] - x0;
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assert!(
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multi_dx > single_dx,
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"rapid moves should accumulate: 1x={} 5x={}",
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single_dx,
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multi_dx
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);
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}
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#[test]
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fn wait_does_not_move() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let pos0 = (p0.pos[0], p0.pos[1]);
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s.perform_action(&AiAction::Wait);
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s.step(10);
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let p1 = s.get_player().unwrap();
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assert!(
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(p1.pos[0] - pos0.0).abs() < 1.0 && (p1.pos[1] - pos0.1).abs() < 1.0,
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"wait should not move player: ({},{}) -> ({},{})",
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pos0.0,
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pos0.1,
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p1.pos[0],
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p1.pos[1]
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);
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}
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#[test]
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fn continuous_movement_does_not_fall_through_floor() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let y0 = p0.pos[1];
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for _ in 0..20 {
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s.perform_action(&AiAction::MoveRight);
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s.step(2);
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}
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let p1 = s.get_player().unwrap();
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assert!(p1.alive, "player should survive extended movement");
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assert!(
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(p1.pos[1] - y0).abs() < 5.0,
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"player should not fall through floor during movement: y0={} y1={}",
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y0,
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p1.pos[1]
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);
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}
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#[test]
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fn player_on_ground_check() {
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let mut s = setup();
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s.step(40);
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assert!(
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s.game.check_on_ground(),
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"player should be on ground after settling"
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);
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}
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#[test]
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fn player_not_on_ground_while_jumping() {
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let mut s = setup();
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s.step(40);
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assert!(s.game.check_on_ground(), "player should start on ground");
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s.perform_action(&AiAction::Jump);
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s.step(3);
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assert!(
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!s.game.check_on_ground(),
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"player should not be on ground mid-jump"
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);
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}
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#[test]
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fn player_health_stays_full_without_damage() {
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let mut s = setup();
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s.step(60);
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let p = s.get_player().unwrap();
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assert_eq!(
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p.health, p.max_health,
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"player should have full health without damage"
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);
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}
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#[test]
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fn player_survives_long_idle() {
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let mut s = setup();
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s.step(200);
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let p = s.get_player().unwrap();
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assert!(p.alive, "player should survive 200 ticks of idle");
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assert!(p.health > 90.0, "player should not lose health idling");
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}
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